[FUN] Citizens v2.0.11 - Human NPCs for Bukkit [1.7.2]

Discussion in 'Archived: Plugin Releases' started by Citizens, Mar 5, 2011.

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    Citizens - Human NPCs for Bukkit
    Version: 2.0.11
    Authors: @fullwall and @aPunch
    Source: Citizens on GitHub

    Citizens is now on BukkitDev

    This thread will no longer be updated. We encourage you to use our page on BukkitDev. You can find information, links to our wiki and website, and the download page there.

    Showing Your Support

    We work hard to maintain Citizens. We've been working on Citizens2 around the clock on new and exciting features. A little motivation never hurts, so feel free to donate to us - fullwall and aPunch.

    If you can't donate, we appreciate a "hello" every now and then. Stop by the IRC channel #citizens on irc.esper.net to discuss Citizens and give thanks!
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    Thank you so much! This is exciting!
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    I really like this plugin, but I dont like the sPunch and all those going around...
    But How do I make self-made NPCs walking around`? And is there any possablieties to manually set different skins to them?
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    From what I've been able to learn you need to select an NPC, then type in "/npc path"
    From there you will be able to left and right click on the ground. Each time you left click, you will set a way point. Way points can not be more than 16 blocks apart. If you right click, you will delete the last way point stored.

    When you are done, just type "/npc path" again, and your little friend will begin wandering around. I don't think they can manage doors - and I haven't really experimented with it to much.

    As for skins, right now you are dependent on the minecraft skin database. Basically, if you want your NPC to look different, you need to give him the same name as a minecraft account with the skin you are looking for. (Notch is a fan favorite.) I've skimmed the forum and heard that there may be a plugin to manage skins - which could let you install your own skins. I suggest going through the Bukkit list and seeing if you can find anything. :3 I know that is my project for the morning.

    Hope that helps - I joined yesterday and am very much a noob.
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    I've Hade No Problem with anything to do with saving, creating, disapearing. I've been running for atleast 36hours straight and have 35 npcs running.

    Traders Workfine
    Healers Workfine
    Basic Workfine

    Theres 1 bug thats kinda off annoying, Evil Npcs are kinda glitched, they were working fine before but now on this new update they Follow you, Even if you don't hit them and You Can't kill them with anything.

    Plox Fix this Bug.



    To make them not spawn, open mobs. in citizens folder, Go and change the setting to false. They shouldn't spawn now.

    To make a Npc that you create Walk, simple select the npc, Type /npc path and left click where you want it to walk, then type /npc path again to finish.
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    Could you add a command so im able to turn of the need of 10 yellow flowers..................... and so i dont need to HAVE the stuff i want to give him -.-" that really made me angry when you added that.
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    I'm not sure about the second - but I know that in the config file "economy" you can change what item and how many or how much monies (if using Iconomy) it cost to create your npc. If you want it to be literally as cheap as dirt, just toss in the dirt ID and put the value cost at 1.

    In the sticky it mentions " NOTE: Please check the wiki and configuration files before asking questions." and make no mistake, it help me answer a lot of questions. If you go over the various config files, you will likely find dozens of ways to tweak Citizens to do what you are looking for.

    Not sure about solving the stuff in your inventory issue. I know that this was a feature - not a bug - in the case of my server, where we are looking to let players create npc's to man their shops, and help with the growing Monies.

    Hope that helped - as I mentioned in a previous post - I am still very new.
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    all the commands don't work for me... any help? it says i have it in /help but i cant use them just get an error
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    And this mysterious error is? :3
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    the command was not recognized try /basic help and when i type that the error is Please report this error:

    java.lang.NoClassdefFoundError: com/nijiko/permissions/PermissionHandler

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    This looks like an error setting up your Permissions. Sorry I can't be much more help. Maybe you should go over your permissions file, make sure they are parsed all properly and stuff, and assure that the permissions have been configured for Citizens.
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    @gofoufi - I think this seems to be an error with the newer versions of permissions or so it seems. I'd advise you to wait until the new RB and (hopefully) when the new Bukkit permissions will be coming out.
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    @fullwall there we're no error when despawning NPC.. but I noticed something that when it says Can't keep up it will make the NPC disappear..
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    Okay, bugs start getting really insane. Every new NPC disappears after around one hour, then they appear again later at the same point, but then without a name and an owner set. I think I have to completely reinstall citizens, even though I'll have to recreate lots of NPCs... :(

    EDIT.: WTH Does Citizens store its data?! I deleted the whole citizens- folder and every NPC is still there!
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    ty for the update
    Atm i have like 20 npc`s that talk and move and i dont have any kind of lag on the server :D
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    Hey guys,

    I've been playing around with Citizens and confident I know how to get it working. I've seen that some have said that using Player Editor can let you change NPC's skin - which is hella cool. I've been able to have Pedit recognize NPC's, and it says I am changing stuff on them, however, the effects don't seem to work. Titles remain the same (Not really an issue) and skins do not change.

    I have been able to sucsessfully change titles and skins on players, however.

    Any advice?
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    So... Im Ops. but hate cheating! id like to buy from my servers traders.... how can i do this? i used to setowner to randomname and it worked fine, since the update.... no such luck. Any ideas?
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    Ask in the Player Editor thread.
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    I shall! Thank you for pointing me in the right direction.
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    I like this MOD and would like to use it however I found that I cannot save the npc's without running in manually using ssh with this command:

    export PATH=$PATH:/opt/jdk1.6.0_22/bin && java -Xms2048M -Xmx2048M -jar craftbukkit.jar nogui

    But I would rather run it though the game panel I am using. I can run though the game panel but if I do then the npcs will not save and I would lose them on a restart except the ones already saved when the program was running manually

    I hope you followed that.

    Any ideas?
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    hi there ive found a problem.... i made a trader and did /trader sell 320:1 265: 2
    so in other words, 1 porkcop for 2 iron ingots (we use ingots and diamond as currency, just for simplicity). but when someone buys off the trader, the trader loses the item and gains the ingots but the player doesnt lose any ingots. am i doin something wrong because i think i am.... or is this just a bug? plz help
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    its also in the wiki altho i got the command here for u directly copyed
    /trader unlimited [on/off/true/false]
    the traders supply wont go down anymore and for the rest everything works the same

    altho got no idea why the players dont loose the item
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    Hello there,

    possible, that interface to iConomy is broken with the latest update? Im using Citizens 1.0.9c + iConomy 5.0.1 and Bukkit 953 but it does not work anymore. It always switches to the built in econmy and uses "flowers" as the currency :D

    Please help! Before I did the update, everything worked perfectly!
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    OK, sorry guys if I wasted your time I figured out why it was not saving the npc's it was that my panel did not recognize the permission because I manually added the mod using a ftp outside the panel and the permissions were not set. As soon as I set the permission properties to the owner of that server it works fine and saves the npcs for restart.

    I like the Mod and am looking forward to the future incarnations of it.

    Thing I would like to see is way to allow regular users to do npcs without having to install that permissions mod.
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    I still haven't been able to get the npcs to appear after the server restarts. Does anyone have any idea on how to fix this.
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    Jake Radcliff

    For some reason, whenever I create an NPC, it always flies up. It doesn't stop. It just flies up. How do I keep it from flying up?
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    Hi Fullwall, will do. I have been running version c for a couple of days now, but without debug on, and note that NPC's are ultimately still disappearing, however they do seem to stick around during the day now while the server is active and only seem to disappear overnight where there is a long period of no users (we are only a small server). As I have said before, it is always the same 3 or 4 culprits who disappear, the rest are almost always there. My new patrolling guard is also now always the first to disappear - many hours before the others, not sure if the chunk unload code handles a constantly moving NPC? Finally, not sure if this is relevant but wanted to mention that /citizens reload does not retrieve missing NPC's - only a server restart - so not sure this command is actually doing a full reload..
    Will post extra results when I have some debug info.
    PS. I have not noticed any other bugs with this version except for guards issues as posted previously, the talk when close radius also seems resolved for me in the latest version :)

    EDIT: I just went to enable debug and realised it was already on, so the only info in the log was the despawn messages I previously posted such as:
    2011-07-12 11:00:48 [INFO] [Citizens] Despawned at 4 0
    2011-07-12 11:01:18 [INFO] [Citizens] Despawned at 3 0
    2011-07-12 11:01:18 [INFO] [Citizens] Despawned at 3 0
    2011-07-12 11:01:18 [INFO] [Citizens] Reloaded at 3 0
    2011-07-12 11:01:18 [INFO] [Citizens] Reloaded at 3 0
    2011-07-12 11:02:34 [INFO] [Citizens] Despawned at 1 0
    2011-07-12 11:13:31 [INFO] [Citizens] Reloaded at 1 0
    2011-07-12 11:13:31 [INFO] [Citizens] Reloaded at 4 0
    There are other similar messages to this - not sure if you want me to post them all....

    Its like this process is working but it gives up after awhile, or has not actually respawned the NPC properly, or simply does not detect further despawns after the first catch..
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    I have an issue - when I create a blacksmith and have them repair an item they take all the flowers from the players inventory. So for example the blacksmith requires 10 flowers to repair an item but only charges 1 flower. The player has 64 flowers in their inventory. When they get an item repaired it takes all 64 flowers from their inventory. I noticed this with 1.09b and it still seems to be happening in 1.09c.
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    I may be wrong, but I think the charge to repair is not "a complete repair" but is for 'one use' or 'one hit'.

    I may be completely wrong - of course.
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    I've been using citizens for a while now, and noticed another plugin called The MineQuest by jmonk, will citizens conflict with MineQuest's NPC and quest system? knowing that quester's are coming soon.
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    Hey, how do I sell wool? Because it's imposible to command it with "/trader sell 35:4:1 25" (for example)

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